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[Eberron] The Secret Scion
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<blockquote data-quote="stonegod" data-source="post: 2814025" data-attributes="member: 36973"><p><strong>Tondrek, Hunted by Two Houses</strong></p><p></p><p><strong>Tondrek</strong></p><p><strong>Male Half-Orc Artificer 2</strong></p><p><strong>XP:</strong> [spoiler]2,700[/spoiler]</p><p><em>Medium Humanoid (orc)</em></p><p><strong>Alignment:</strong> Neutral</p><p><strong>Deity:</strong> None (He doesn't understand the concept)</p><p><strong>Region:</strong> Breland, Sharn</p><p><strong>Height:</strong> 5' 11''</p><p><strong>Weight:</strong> 190 lbs</p><p><strong>Hair:</strong> Tussled Black</p><p><strong>Skin:</strong> Molted Green</p><p><strong>Eyes:</strong> Watery Brown</p><p><strong>Age:</strong> 17</p><p></p><p><strong>Action Points:</strong> 6</p><p></p><p><strong>Str:</strong> 10 (+0) [0 points, +2 racial]</p><p><strong>Dex:</strong> 12 (+1) [4 points]</p><p><strong>Con:</strong> 10 (+0) [2 points]</p><p><strong>Int:</strong> 16 (+3) [16 points, -2 racial]</p><p><strong>Wis:</strong> 8 (-1) [0 points] </p><p><strong>Cha:</strong> 14 (+2) [10 points, -2 racial]</p><p></p><p><strong>Class and Racial Abilities:</strong> +2 Str, -2 Int, -2 Cha, darkvision 60', orc blood. Bonus feats, proficient in light and medium armor and shields (except tower) as well as simple weapons, infusions, artificer knowledge, craft reserve 40, disable traps, item creation, artisan bonus.</p><p></p><p><strong>Hit Dice:</strong> 2d6</p><p><strong>HP:</strong> 12</p><p><strong>AC:</strong> 16 (+1 Dex, +4 chain shirt, +1 shield) Touch – 11, Flat-footed – 15</p><p><strong>ACP:</strong> -3</p><p><strong>Init:</strong> +1 (+1 Dex)</p><p><strong>Speed:</strong> 20ft (30ft base)</p><p></p><p><strong>Saves:</strong></p><p>Fortitude +0 [+0 base, +0 Con] </p><p>Reflex +1 [+0 base, +1 Dex]</p><p>Will +2 [+3 base, -1 Wis] </p><p></p><p><strong>BAB:</strong> +1</p><p><strong>Melee Atk:</strong> +2 (1d8/B+P, MW morningstar) </p><p><strong>Melee Atk:</strong> +1 (1d4/19-20/P or S, dagger) </p><p><strong>Ranged Atk:</strong> +2 (1d8/19-20/80 ft./P, light crossbow)</p><p></p><p><strong>Skills:</strong></p><p>Craft: alchemy +6 [3 ranks, +3 Int]</p><p>Craft: blacksmithing/metalworking +8 [5 ranks, +3 Int]</p><p>Disable Device +10 [5 ranks, +3 Int, +2 MW thieves' tools]</p><p>Knowledge: arcana +6 [3 ranks, +3 Int]</p><p>Knowledge: architecture and engineering +8 [5 ranks, +3 Int]</p><p>Listen: +0 [0 ranks, -2 Wis, +2 Sparky]</p><p>Open Lock +8 [5 ranks, +1 Dex, +2 MW thieves' tools]</p><p>Search +6/+8 to find secret doors/compartments [3 ranks, +3 Int]</p><p>Spellcraft +6 [3 ranks, +3 Int]</p><p>Spot: +0 [0 ranks, -2 Wis, +2 Sparky]</p><p>Use Magic Device +7 [5 ranks, +2 Cha]</p><p></p><p><strong>Feats:</strong></p><p>Aberrant Dragonmark: <em>detect secret doors</em> (1st level)</p><p>Alertness (when Sparky is near)</p><p>Scribe Scroll (1st level artificer bonus feat)</p><p>Brew Potion (2nd level artificer bonus feat)</p><p></p><p><strong>Languages:</strong> Common, Draconic, Giant, Goblin, Orc</p><p></p><p><strong>Infusions</strong></p><p>1st – 4/day</p><p></p><p><strong>Spell-Like Abilities</strong></p><p>1/day – <em>detect secret doors</em> (CL 1)</p><p></p><p><u><strong>Equipment</strong></u></p><p></p><p><em><strong>Wearing or carrying at hand</strong></em></p><p><strong>MW morningstar</strong> – 308gp (6 lbs)</p><p><strong>dagger</strong> – 2gp (1 lb) </p><p><strong>light crossbow</strong> – 35gp (4 lbs)</p><p><strong>20 bolts</strong> – 2gp (6 lbs)</p><p><strong>chain shirt</strong> - 100 gp (25 lbs)</p><p><strong>light wooden shield</strong> – 5gp (5 lbs)</p><p><strong>spell component pouch</strong> - 4gp</p><p><strong>3 Belt pouches</strong> - 3gp (3.5 lb)</p><p><strong>potion bracer</strong> - 100gp (1.5 lb)</p><p><strong>scrollcase</strong> - 1 gp (1/2 lb)</p><p><strong>commoner's clothes</strong></p><p></p><p><strong><em>In belt pouches</em></strong></p><p>~<strong>2 noxious smokesticks</strong> (DC 15 fort save or nauseated 1 round) - 160 gp (1 lb)</p><p>~<strong>2 vails of acidic fire</strong> (1d4/1d4 fire/acid, then 1d4 fire) - 90 gp (3 lbs)</p><p>~<strong>vail of antitoxin</strong> - 50 gp (* lbs)</p><p>~<strong>2 thunderstones</strong> - 60 gp (5 lbs)</p><p>~<strong>MW thieves' tools</strong> - 100 gp (2 lbs)</p><p>~<strong>Identification Papers</strong> - (* lb)</p><p></p><p></p><p><strong><em>In potion bracer</em></strong></p><p>~Nothing</p><p></p><p><strong><em>Familiars, Homunculi, or Constructs</em></strong></p><p>~Sparky, Mechanical Rat</p><p></p><p><strong><em>Stored Elsewhere</em></strong></p><p>~Pile of junk, Fallen [Spoiler]Mostly completed bits of a junk golem[/spoiler]</p><p></p><p>Total weight carried – 63.5 lbs, medium load.</p><p></p><p><strong>Money</strong></p><p>5gp, 20sp</p><p></p><p>[SBlock=Sparky, Mechanical Rat]<strong>Scrap, Salvage Rat friend, companion, and familiar</strong></p><p><strong>Salavage Rat (Dragon #341)</strong></p><p><em>Tiny Construct</em></p><p><strong>Alignment:</strong> Neutral</p><p></p><p><strong>Str:</strong> 6 (-2)</p><p><strong>Dex:</strong> 15 (+2)</p><p><strong>Con:</strong> --</p><p><strong>Int:</strong> 6 (-2)</p><p><strong>Wis:</strong> 12 (+1) </p><p><strong>Cha:</strong> 2 (-6)</p><p></p><p><strong>Class and Racial Abilities:</strong> Construct traits (low-light vision; darkvision out to 60 feet; immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects; immunity to poison, sleep effects, paralysis, stunning, disease, death effects, and necromancy effects; cannot heal damage on their own,; not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain; immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless); not at risk of death from massive damage; immediately destroyed when reduced to 0 hit points or less; since it was never alive, a construct cannot be raised or resurrected; bonus hit points; proficient with its natural weapons only; proficient with no armor; constructs do not eat, sleep, or breathe), familiar traits (improved intelligence, Alertness to master, improved evasion, share spells/infusions, bonus intelligence, bonus natural armor), rust (reduce armor bonus by -1 per hit until destroyed; DC10 reflex save for magic armor to avoid), +4 bonus on Hide and Move Silently, +8 bonus on Balance and Climb, can always chose to take 10 on Climb, uses Dex instead of Str for climb.</p><p></p><p><strong>Hit Dice:</strong> 1d10</p><p><strong>HP:</strong> 5</p><p><strong>AC:</strong> 18 (+2 Dex, +4 natural, +2 size) Touch – 14, Flat-footed – 16</p><p><strong>ACP:</strong> 0</p><p><strong>Init:</strong> +2 (+2 Dex)</p><p><strong>Speed:</strong> 15ft, burrow 5ft (metal only), climb 15ft</p><p></p><p><strong>Saves:</strong></p><p>Fortitude +0 [+0 base, +0 Con] </p><p>Reflex +2 [+0 base, +2 Dex]</p><p>Will +4 [+3 base, +1 Wis] </p><p></p><p><strong>BAB:</strong> +1</p><p><strong>Melee Atk:</strong> +5 (1d4-2/P + rust, bite) </p><p></p><p><strong>Skills:</strong></p><p>Balance +10</p><p>Climb +10</p><p>Hide +8</p><p>Move Silently +8</p><p></p><p><strong>Feats:</strong></p><p>Weapon Finesse</p><p></p><p><strong>Languages:</strong> Common</p><p></p><p><u><strong>Equipment</strong></u></p><p></p><p><em><strong>Wearing or carrying at hand</strong></em></p><p>~ Rat tail amulet</p><p></p><p><strong>Background:</strong> Scrap was made by Tondrek during his repeated foreys into the Depths of Sharn while on the run. Though Scrap couldn't talk or move, Tondrek still got some comfort out of tweaking his construction and simply talking out loud to him. Then one day, Scrap vanished. A small token of iron stamped with a rat's tail was left behind in his place. For a week, Scrap remained stubbornly gone (though what one would do with a statue of a rat, Tondrek wasn't quite sure). One morning, Tondrek awoke with a heavy weight on his chest, only to find Scrap crouched there, waiting for him to wake. "<span style="color: darkred">Will you sleep all day?</span>" he asked impatiently. Through some strange events, Scrap had become both mobile and intelligent. He kept the token of the rat's tail hung around his neck and steadfastly refused to elaborate on his week of absence. However, he showed remarkable loyalty to his master, and has awoken or alerted him several times in order to avoid agents of House Tharashk and House Cannith</p><p>[/SBlock]</p><p>~~~~~</p><p></p><p><strong>Appearance:</strong> </p><p>Tondrek appears hunched and unkempt---his black hair is greasy and unruly, and he does not look like he takes care of himself. His gear, however, is well taken care of--there is no damage or smudges anywhere. Over his armor, he wears some commoner's clothing that he's obviously slept in.</p><p></p><p><strong>Personality:</strong> Tondrek constantly mutters to himself, hunching back and forth, and can be found playing with some odd mechanical bit of something in his hands. If talked to directly, he will not look directly at the talker, but answer indirectly. Of most subjects, he is not too very helpful. But when it is something he knows about (buildings, magic, etc.), we will drone on without stop. He is generally oblivious to the outside world when not talked to directly, unless something catches his fancy. Obviously magical, mechanical, or alchemical things <strong><em>always</em></strong> catch his fancy.</p><p></p><p><strong>Background:</strong> Tondrek does not comprehend his background. He does not fully understand that his mother Hordreth d'Tharask, a House Tharashk heir, somehow conceived him by a willful and brash House Cannith heir named Tannith Vown d'Cannith. All he knows is that the humans named Canith and the orcs named Tharashk are after him, and will probably hurt him.</p><p></p><p>[Sblock=Longer, Secret Background]Tondrek grew up in the slums of High Walls in an orphanage for refugees from the Last War. He did not fit there, however. First, he wasn't human, he was half-orc. Second, he was obviously "damaged"---he muttered to himself and had a severe time interacting with others. He did have a natural knack for mechanisms; he broke into the headmaster's office several time in his youth, and could be found rocking on the master's desk, muttering to himself.</p><p></p><p>One day, when Tondrek was in his teens, he was given to a stranger, a Marsher half-orc. The Marsher did not talk to Tondrek, not that Tondrek tried; he only interacted with him once---he searched for and found the strange, sickly green-blue mark that twisted beneath Tondrek's skin. Tondrek knew that he could do things with that mark; but not why.</p><p></p><p>For some time, Tondrek lived with the Marsher. The Marsher never spoke to him, though he had several arguments with visitors he never showed Tondrek. One regualr visitor, a greybeard human named Maraan, did spend time with Tondrek. He seemed to see the knack the half-orc possesed, and while the Marsher spent months searching for something in the upper reaches of Sharn, the greybeard taught Tondrek the basics of artificing. Tondrek loved the lessons, especially the times he was able to play with the greybeard's homunculus.</p><p></p><p>Then, only a few weeks ago, the Marsher took Tondrek on a journey to the highest towers of Sharn. He did not say why; all he did was dress the boy well. He was lead to some gathering---fancy dressed folks flittered about the warforged gaurded palace. It was a party for a returned Cannith heir, long gone on an exploration of Xen'drik. It was supposed to be a celebration, until the Marsher thrust Tondrek at the man and accosted him.</p><p></p><p>"Tannith Vown d'Cannith! Here is the mistake you tried to forget! Here is what your wrought when you thought none would know! My sister Hordreth d'Tharashk died from your seed, and now all shall know your shame!" With that, the Marsher ripped off Tondrek's fancy shirt, exposing the aberrant dragonmark for all to see!</p><p></p><p>Needless to say, things went chaotic after that. Tondrek does not fully understand, but he knows that the humans with the name Cannith and the half-orcs with the name Tharashk now chase him. He has fallen in with low-life after low-life who has used his skills and then run when Cannith or Tharask agents show up; but so far he has eluded the seekers.[/SBLOCK]</p><p><strong>Current Names for the Party (so stonegod doesn't forget)</strong></p><p>Ryani: Strange Eyes Elf</p><p>Mel: Playful Elf</p><p>Shenystari: Silent "Elf"</p><p>Harolk: Big Long Sword Man</p><p>Hxaptös: Silent Lumpy Man</p><p>Bail: Less Sour But More Confused Man</p><p>Arimat: Missing Throat Man</p></blockquote><p></p>
[QUOTE="stonegod, post: 2814025, member: 36973"] [b]Tondrek, Hunted by Two Houses[/b] [b]Tondrek Male Half-Orc Artificer 2[/b] [b]XP:[/b] [spoiler]2,700[/spoiler] [i]Medium Humanoid (orc)[/i] [b]Alignment:[/b] Neutral [b]Deity:[/b] None (He doesn't understand the concept) [b]Region:[/b] Breland, Sharn [b]Height:[/b] 5' 11'' [b]Weight:[/b] 190 lbs [b]Hair:[/b] Tussled Black [b]Skin:[/b] Molted Green [b]Eyes:[/b] Watery Brown [b]Age:[/b] 17 [b]Action Points:[/b] 6 [b]Str:[/b] 10 (+0) [0 points, +2 racial] [b]Dex:[/b] 12 (+1) [4 points] [b]Con:[/b] 10 (+0) [2 points] [b]Int:[/b] 16 (+3) [16 points, -2 racial] [b]Wis:[/b] 8 (-1) [0 points] [b]Cha:[/b] 14 (+2) [10 points, -2 racial] [b]Class and Racial Abilities:[/b] +2 Str, -2 Int, -2 Cha, darkvision 60', orc blood. Bonus feats, proficient in light and medium armor and shields (except tower) as well as simple weapons, infusions, artificer knowledge, craft reserve 40, disable traps, item creation, artisan bonus. [b]Hit Dice:[/b] 2d6 [b]HP:[/b] 12 [b]AC:[/b] 16 (+1 Dex, +4 chain shirt, +1 shield) Touch – 11, Flat-footed – 15 [b]ACP:[/b] -3 [b]Init:[/b] +1 (+1 Dex) [b]Speed:[/b] 20ft (30ft base) [b]Saves:[/b] Fortitude +0 [+0 base, +0 Con] Reflex +1 [+0 base, +1 Dex] Will +2 [+3 base, -1 Wis] [b]BAB:[/b] +1 [b]Melee Atk:[/b] +2 (1d8/B+P, MW morningstar) [b]Melee Atk:[/b] +1 (1d4/19-20/P or S, dagger) [b]Ranged Atk:[/b] +2 (1d8/19-20/80 ft./P, light crossbow) [b]Skills:[/b] Craft: alchemy +6 [3 ranks, +3 Int] Craft: blacksmithing/metalworking +8 [5 ranks, +3 Int] Disable Device +10 [5 ranks, +3 Int, +2 MW thieves' tools] Knowledge: arcana +6 [3 ranks, +3 Int] Knowledge: architecture and engineering +8 [5 ranks, +3 Int] Listen: +0 [0 ranks, -2 Wis, +2 Sparky] Open Lock +8 [5 ranks, +1 Dex, +2 MW thieves' tools] Search +6/+8 to find secret doors/compartments [3 ranks, +3 Int] Spellcraft +6 [3 ranks, +3 Int] Spot: +0 [0 ranks, -2 Wis, +2 Sparky] Use Magic Device +7 [5 ranks, +2 Cha] [b]Feats:[/b] Aberrant Dragonmark: [i]detect secret doors[/i] (1st level) Alertness (when Sparky is near) Scribe Scroll (1st level artificer bonus feat) Brew Potion (2nd level artificer bonus feat) [b]Languages:[/b] Common, Draconic, Giant, Goblin, Orc [b]Infusions[/b] 1st – 4/day [b]Spell-Like Abilities[/b] 1/day – [I]detect secret doors[/I] (CL 1) [U][b]Equipment[/b][/U] [I][B]Wearing or carrying at hand[/B][/I] [b]MW morningstar[/b] – 308gp (6 lbs) [b]dagger[/b] – 2gp (1 lb) [b]light crossbow[/b] – 35gp (4 lbs) [b]20 bolts[/b] – 2gp (6 lbs) [b]chain shirt[/b] - 100 gp (25 lbs) [b]light wooden shield[/b] – 5gp (5 lbs) [b]spell component pouch[/b] - 4gp [b]3 Belt pouches[/b] - 3gp (3.5 lb) [b]potion bracer[/b] - 100gp (1.5 lb) [b]scrollcase[/b] - 1 gp (1/2 lb) [b]commoner's clothes[/b] [b][i]In belt pouches[/i][/b] ~[b]2 noxious smokesticks[/b] (DC 15 fort save or nauseated 1 round) - 160 gp (1 lb) ~[b]2 vails of acidic fire[/b] (1d4/1d4 fire/acid, then 1d4 fire) - 90 gp (3 lbs) ~[b]vail of antitoxin[/b] - 50 gp (* lbs) ~[b]2 thunderstones[/b] - 60 gp (5 lbs) ~[b]MW thieves' tools[/b] - 100 gp (2 lbs) ~[b]Identification Papers[/b] - (* lb) [b][i]In potion bracer[/i][/b] ~Nothing [b][i]Familiars, Homunculi, or Constructs[/i][/b] ~Sparky, Mechanical Rat [b][i]Stored Elsewhere[/i][/b] ~Pile of junk, Fallen [Spoiler]Mostly completed bits of a junk golem[/spoiler] Total weight carried – 63.5 lbs, medium load. [b]Money[/b] 5gp, 20sp [SBlock=Sparky, Mechanical Rat][B]Scrap, Salvage Rat friend, companion, and familiar[/B] [b]Salavage Rat (Dragon #341)[/b] [i]Tiny Construct[/i] [b]Alignment:[/b] Neutral [b]Str:[/b] 6 (-2) [b]Dex:[/b] 15 (+2) [b]Con:[/b] -- [b]Int:[/b] 6 (-2) [b]Wis:[/b] 12 (+1) [b]Cha:[/b] 2 (-6) [b]Class and Racial Abilities:[/b] Construct traits (low-light vision; darkvision out to 60 feet; immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects; immunity to poison, sleep effects, paralysis, stunning, disease, death effects, and necromancy effects; cannot heal damage on their own,; not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain; immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless); not at risk of death from massive damage; immediately destroyed when reduced to 0 hit points or less; since it was never alive, a construct cannot be raised or resurrected; bonus hit points; proficient with its natural weapons only; proficient with no armor; constructs do not eat, sleep, or breathe), familiar traits (improved intelligence, Alertness to master, improved evasion, share spells/infusions, bonus intelligence, bonus natural armor), rust (reduce armor bonus by -1 per hit until destroyed; DC10 reflex save for magic armor to avoid), +4 bonus on Hide and Move Silently, +8 bonus on Balance and Climb, can always chose to take 10 on Climb, uses Dex instead of Str for climb. [b]Hit Dice:[/b] 1d10 [b]HP:[/b] 5 [b]AC:[/b] 18 (+2 Dex, +4 natural, +2 size) Touch – 14, Flat-footed – 16 [b]ACP:[/b] 0 [b]Init:[/b] +2 (+2 Dex) [b]Speed:[/b] 15ft, burrow 5ft (metal only), climb 15ft [b]Saves:[/b] Fortitude +0 [+0 base, +0 Con] Reflex +2 [+0 base, +2 Dex] Will +4 [+3 base, +1 Wis] [b]BAB:[/b] +1 [b]Melee Atk:[/b] +5 (1d4-2/P + rust, bite) [b]Skills:[/b] Balance +10 Climb +10 Hide +8 Move Silently +8 [b]Feats:[/b] Weapon Finesse [b]Languages:[/b] Common [U][b]Equipment[/b][/U] [I][B]Wearing or carrying at hand[/B][/I] ~ Rat tail amulet [b]Background:[/b] Scrap was made by Tondrek during his repeated foreys into the Depths of Sharn while on the run. Though Scrap couldn't talk or move, Tondrek still got some comfort out of tweaking his construction and simply talking out loud to him. Then one day, Scrap vanished. A small token of iron stamped with a rat's tail was left behind in his place. For a week, Scrap remained stubbornly gone (though what one would do with a statue of a rat, Tondrek wasn't quite sure). One morning, Tondrek awoke with a heavy weight on his chest, only to find Scrap crouched there, waiting for him to wake. "[color=darkred]Will you sleep all day?[/color]" he asked impatiently. Through some strange events, Scrap had become both mobile and intelligent. He kept the token of the rat's tail hung around his neck and steadfastly refused to elaborate on his week of absence. However, he showed remarkable loyalty to his master, and has awoken or alerted him several times in order to avoid agents of House Tharashk and House Cannith [/SBlock] ~~~~~ [b]Appearance:[/b] Tondrek appears hunched and unkempt---his black hair is greasy and unruly, and he does not look like he takes care of himself. His gear, however, is well taken care of--there is no damage or smudges anywhere. Over his armor, he wears some commoner's clothing that he's obviously slept in. [b]Personality:[/b] Tondrek constantly mutters to himself, hunching back and forth, and can be found playing with some odd mechanical bit of something in his hands. If talked to directly, he will not look directly at the talker, but answer indirectly. Of most subjects, he is not too very helpful. But when it is something he knows about (buildings, magic, etc.), we will drone on without stop. He is generally oblivious to the outside world when not talked to directly, unless something catches his fancy. Obviously magical, mechanical, or alchemical things [b][i]always[/i][/b] catch his fancy. [b]Background:[/b] Tondrek does not comprehend his background. He does not fully understand that his mother Hordreth d'Tharask, a House Tharashk heir, somehow conceived him by a willful and brash House Cannith heir named Tannith Vown d'Cannith. All he knows is that the humans named Canith and the orcs named Tharashk are after him, and will probably hurt him. [Sblock=Longer, Secret Background]Tondrek grew up in the slums of High Walls in an orphanage for refugees from the Last War. He did not fit there, however. First, he wasn't human, he was half-orc. Second, he was obviously "damaged"---he muttered to himself and had a severe time interacting with others. He did have a natural knack for mechanisms; he broke into the headmaster's office several time in his youth, and could be found rocking on the master's desk, muttering to himself. One day, when Tondrek was in his teens, he was given to a stranger, a Marsher half-orc. The Marsher did not talk to Tondrek, not that Tondrek tried; he only interacted with him once---he searched for and found the strange, sickly green-blue mark that twisted beneath Tondrek's skin. Tondrek knew that he could do things with that mark; but not why. For some time, Tondrek lived with the Marsher. The Marsher never spoke to him, though he had several arguments with visitors he never showed Tondrek. One regualr visitor, a greybeard human named Maraan, did spend time with Tondrek. He seemed to see the knack the half-orc possesed, and while the Marsher spent months searching for something in the upper reaches of Sharn, the greybeard taught Tondrek the basics of artificing. Tondrek loved the lessons, especially the times he was able to play with the greybeard's homunculus. Then, only a few weeks ago, the Marsher took Tondrek on a journey to the highest towers of Sharn. He did not say why; all he did was dress the boy well. He was lead to some gathering---fancy dressed folks flittered about the warforged gaurded palace. It was a party for a returned Cannith heir, long gone on an exploration of Xen'drik. It was supposed to be a celebration, until the Marsher thrust Tondrek at the man and accosted him. "Tannith Vown d'Cannith! Here is the mistake you tried to forget! Here is what your wrought when you thought none would know! My sister Hordreth d'Tharashk died from your seed, and now all shall know your shame!" With that, the Marsher ripped off Tondrek's fancy shirt, exposing the aberrant dragonmark for all to see! Needless to say, things went chaotic after that. Tondrek does not fully understand, but he knows that the humans with the name Cannith and the half-orcs with the name Tharashk now chase him. He has fallen in with low-life after low-life who has used his skills and then run when Cannith or Tharask agents show up; but so far he has eluded the seekers.[/SBLOCK] [b]Current Names for the Party (so stonegod doesn't forget)[/b] Ryani: Strange Eyes Elf Mel: Playful Elf Shenystari: Silent "Elf" Harolk: Big Long Sword Man Hxaptös: Silent Lumpy Man Bail: Less Sour But More Confused Man Arimat: Missing Throat Man [/QUOTE]
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